Archive for the 'Games' Category

Cacodemon’s Barbecue Party in Hell

Friday, December 1st, 2006

I proudly present my fourth done-under-7-days game: Cacodemon’s Barbecue Party in Hell. Actually it’s my first Game-In-A-Day (GID for short) game. Not surprisingly, the idea of GID is to create a game in day. To be honest I did cheat a little, I created the game in the course of four evenings and the total time spent on the development is 23 hours 30 minutes. So in theory its done in a day. Well anyway it’s done in under 7 days and that’s what matters to me.

Cacodemon’s Barbecue Party in Hell

Screenshot of Cacodemon's Barbecue Party in Hell Screenshot of Cacodemon's Barbecue Party in Hell Screenshot of Cacodemon's Barbecue Party in Hell

Download
Cacodemon.zip (5.2 Mb) (Release 1)

Instructions
Mr. and Mrs. Cacodemon are organizing a barbecue party in hell. Unfortunately that means there’s some work to do. You play as Mr. Cacodemon and you have to pluck and grill the kittens.

To pluck the kittens you have to spin them in the air rapidly. After all the hair is gone, throw the kitten in the hell grill (the opening in the left side of the wall) for even better score.

Esc – Will quit the game.
Alt + enter – Will toggle fullscreen.

Credits
Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )
Music: Evil Horde – Hangarmageddon (e1m1). Big thanks to Evil Horde (Janne Roivainen) for letting me use his song for the game.
Sound Effects: kitten_burn.wav: The Recordist and the rest from Noise Collector’s aNiMaLs -collection, licensed under a Creative Commons Sampling Plus 1.0 License.

Thanks
Physics model is based on Markus Ilmola’s tutorials.
Inspiration source: Experimental Gameplay Project.
Cacodemon’s Barbecue Party in Hell uses: SDL, SDL_Image, SDL_Mixer and SDL_RotoZoom

Pluto Strikes Back

Wednesday, November 1st, 2006

This is the third done-under-7-days game that I have created. It was inspired by a very weird dream I had and the cruel treatment of planet Pluto. Or as it is now-a-days called dwarf planet Pluto.

I’m still looking for cruel criticism on my games, so don’t spear the comments.

Pluto Strikes Back

Screenshot of Pluto Strikes Back Screenshot of Pluto Strikes Back Screenshot of Pluto Strikes Back

Download

The newest version
Pluto_r1.5.zip (4.4 Mb) (Release 1.5)

The original blog post version
Pluto.zip (4.4 Mb) (Release 1)

Instructions
What happens when a planet living on the edge loses its identity? It goes mad and releases its fury on to the unsuspecting solar system.
Your job is to control the huge baseball bat that is circulating Pluto. Try to hit the meteors so that they will cause damage to other planets.

Esc – Will quit the game.
Alt + enter – Will toggle fullscreen.


Credits
Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )
Music: De Zwervende Keien (The Drifting Boulders) – Wooden Shoes In Tirol. The song is licensed under Creative Commons Attribution-NonCommercial 2.0 -license.
Sound Effects: from various sources: The Recordist, Tintagel’s Free Sound File Archive and Brandens.net.

Thanks
Physics model is based on Markus Ilmola’s tutorials.
Inspiration source: Experimental Gameplay Project.
Pluto Strikes Back uses: SDL, SDL_Image, SDL_Mixer and SDL_RotoZoom

Slimy Pete’s Singles Bar

Sunday, October 1st, 2006

The second game I wrote, within the 7-days deadline. Unlike Marbles this time I ended up using all of the seven days. Slimy Pete’s Singles Bar was created for suomipelit.com summer game development competition. There where 147 attendants of which 35 managed to create a game. The competition was fierce and Slimy Pete came eight. The top three really stood out from the rest of the entries (I recommend you download the
winner: Soosiz, very fun and original game) and rest of the top ten where within only few points from each other (I knew I should have voted for myself 😉 ).

Little bit about the feedback I’m looking for
I’m inviting criticism, because I think it’s a very good way to learn and improve your craft. I hope you don’t put on silk gloves when treating Slimy Pete. Thinking “this is the way it should be, but he had only 7 days to do it”. On the contrary I hope the fact that it was done in a week encourages criticism. I committed only seven days to this game, so its not like I have been developing it for three years and go all berserk when somebody says it sucks.

I’m interested in your “user experience”. Did you have the “Oh I get it now” -moment? How long did it take? Was the game too easy or too hard? When did it turn boring? Or frustrating? What kind of a score did you get? When did you quit the game? Or did you finish it (there are 8 levels)? etc.

I’m also looking for critique on the game’s design. Look beyond the glittering graphics at the game’s core mechanisms. What wrong with it? What are the biggest problems? How could it be improved? Why it feels or doesn’t feel fun? etc. I’m hoping to tear the game into pieces Lost Garden style.
(Also Jimmy’s Lost His Marbles is all open for critique.)

Enough of words here’s the game.

Slimy Pete’s Singles Bar

Screen Shots
Screenshot of Slimy Pete's Singles Bar Screenshot of Slimy Pete's Singles Bar Screenshot of Slimy Pete's Singles Bar

Download
Slimy.zip (4,8Mb) (Release 2)

Instructions
You play the part of Cupid. Try to match Jesse and Celine together. Do this by matching conversations. When you match three similar conversation bubbles in a row, they pop and Jesse and Celine move closer to each other. You can shut up a single person by moving cursor over them. If the bubbles hit the ceiling fan, Jesse’s and Celine’s conversation ain’t going so smoothly and they move away from each other.
Esc – Will quit the game.

Credits
Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )
Music: Isham Jones & His Orchestra – The Original Charleston
Sound Effects: Hell’s Sound Guy – BUBBLES POPPING.wav. The file is licensed under the Creative Commons Sampling Plus 1.0 License.

Thanks
Inspiration source: Experimental Gameplay Project and Suomipelit.com.
Some modified textures: Image After.
Slimy Pete’s Singles Bar uses: SDL, SDL_Image and SDL_Mixer

Jimmy’s Lost His Marbles

Saturday, September 9th, 2006

First game I wrote, within the 7-days deadline. Jimmy’s Lost His Marbles was more of an experiment of the development model. I just wanted to see if I could put together a game within a week. I managed to do it in 3 days. When I started developing the game, I wasn’t sure if the idea was experimental or fun enough. Almost gave up, thinking that it will probably be all crappy. Luckily I realized that the hole point of creating the prototype was to test, if the game was going to be any fun. And also to test myself if I could create a game from scratch within 7 days.

Well here’s the bugger.

Jimmy’s Lost His Marbles

Jimmy's Lost His Marbles screenshot Screenshot of the game Screenshot of Jimmy's Lost His Marbles

Download
Marbles.zip (1,2Mb) (Release 1)


Instructions
Your goal is to destroy all marbles in a level. To destroy marbles click three marbles that are next to each other to remove them.
R – Will reset the level.
Esc – Will quit the game.


Credits
Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )

Thanks
Physics model is based on Markus Ilmola’s tutorials.
Inspiration source: Experimental Gameplay Project.
Jimmy’s Lost His Marbles uses: SDL, SDL_Image and SDL_Mixer